Add ConnectedComponentManager

This commit is contained in:
2025-11-26 15:20:18 +08:00
parent ff2ddc6fd4
commit d43ca4394d
9 changed files with 379 additions and 9 deletions

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#include "Board.h"
Board::Board(int rows, int cols) :
m_rows(rows),
m_cols(cols),
m_grid(rows, )

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#pragma once
#include "Piece.h"
#include <memory>
#include <vector>
// 用 (row, col) 表示坐标0-based
struct Position {
int row;
int col;
//运算符重载用于判断位置是否相等
bool operator==(const Position& other) const {
return row == other.row && col == other.col;
}
};
class Board {
private:
std::vector<std::vector<std::unique_ptr<Piece>>> m_grid;
const int m_rows;
const int m_cols;
public:
Board(int rows, int cols);
~Board();
};

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#include "ConnectedComponentManager.h"
ConnectedComponentManager::ConnectedComponentManager(int numPieces)
: m_totalPieces(numPieces) {
//初始化数组大小 ROWS * COLS
m_parent.resize(numPieces);
m_rank.resize(numPieces, 0);
m_adjacentList.resize(numPieces);
//初始化每个棋子为独立组件
for (int i = 0; i < numPieces; i++) {
m_parent[i] = i;
m_componentPieces[i] = {i}; //每个组件初始包含一个棋子
m_pieceToComponent[i] = i; //棋子指向的组件
}
}
int ConnectedComponentManager::find(int pieceId) {
if (m_parent[pieceId] != pieceId) {
m_parent[pieceId] = find(m_parent[pieceId]);
}
return m_parent[pieceId];
}
void ConnectedComponentManager::unite(int pieceId1, int pieceId2) {
int root1 = find(pieceId1);
int root2 = find(pieceId2);
if (root1 == root2) {
return;
}
if (m_rank[root1] < m_rank[root2]) {
m_parent[root1] = root2;
// 合并棋子集合
m_componentPieces[root2].merge(m_componentPieces[root1]);
m_componentPieces.erase(root1);
// 更新棋子到组件的映射
for (int piece : m_componentPieces[root2]) {
m_pieceToComponent[piece] = root2;
}
} else {
m_parent[root2] = root1;
m_componentPieces[root1].merge(m_componentPieces[root2]);
m_componentPieces.erase(root2);
for (int piece : m_componentPieces[root1]) {
m_pieceToComponent[piece] = root1;
}
}
addConnection(pieceId1, pieceId2);
}
void ConnectedComponentManager::addConnection(int pieceId1, int pieceId2) {
//将元素放入邻接表
m_adjacentList[pieceId1].insert(pieceId2);
m_adjacentList[pieceId2].insert(pieceId1);
}
bool ConnectedComponentManager::disconnectFromNeighbor(int pieceId, int neighborId){
// 检查是否真的相连
if (!areDirectlyConnected(pieceId, neighborId)) {
return false;
}
// 从邻接表中移除连接
m_adjacentList[pieceId].erase(neighborId);
m_adjacentList[neighborId].erase(pieceId);
// 重新计算连通性
recomputeComponentsAfterDisconnection(pieceId);
return true;
}
bool ConnectedComponentManager::disconnectFromComponent(int pieceId) {
int oldComponentId = find(pieceId);
if (oldComponentId == -1) return false;
// 记录所有直接连接
auto neighbors = m_adjacentList[pieceId];
// 断开所有连接
for (int neighborId : neighbors) {
m_adjacentList[pieceId].erase(neighborId);
m_adjacentList[neighborId].erase(pieceId);
}
// 将被断开的棋子设为独立组件
m_parent[pieceId] = pieceId;
m_rank[pieceId] = 0;
m_componentPieces[pieceId] = {pieceId};
m_pieceToComponent[pieceId] = pieceId;
// 如果原组件还有其他棋子,需要重新计算连通性
if (!neighbors.empty()) {
recomputeComponentsAfterDisconnection(pieceId);
}
return true;
}
void ConnectedComponentManager::recomputeComponentsAfterDisconnection(int disconnectedPiece) {
int oldComponentId = find(disconnectedPiece);
if (oldComponentId = -1 || m_componentPieces[disconnectedPiece].size() <= 1) {
return;
}
// 获取原组件中除断开棋子外的所有棋子
std::unordered_set<int> remainingPieces = m_componentPieces[oldComponentId];
remainingPieces.erase(disconnectedPiece);
//处理组件分裂
handleComponentSplit(oldComponentId, remainingPieces);
}
void ConnectedComponentManager::handleComponentSplit(int oldComponentId, const std:: unordered_set<int>& remainingPieces ) {
std::unordered_set<int> visited;
std::vector<std::unordered_set<int>> newComponents;
//;// 对剩余棋子进行BFS找到所有连通区域
for (int piece : remainingPieces) {
if (visited.find(piece) != visited.end()) {
continue;
}
// 找到一个新的连通区域
std::unordered_set<int> connectedRegion = bfsConnectedRegion(piece, remainingPieces);
// 标记为已访问
visited.insert(connectedRegion.begin(), connectedRegion.end());
newComponents.push_back(connectedRegion);
}
// 删除原组件
m_componentPieces.erase(oldComponentId);
// 为每个新连通区域创建组件
for (const auto& region : newComponents) {
if (!region.empty()) {
int newRoot = *region.begin();
createNewComponent(newRoot);
// 设置新组件的父节点和棋子集合
for (int piece : region) {
m_parent[piece] = newRoot;
m_pieceToComponent[piece] = newRoot;
}
m_componentPieces[newRoot] = region;
}
}
}
std::unordered_set<int> ConnectedComponentManager::bfsConnectedRegion(int startPiece, const std::unordered_set<int>& availablepieces) {
std::unordered_set<int> connectedRegion;
std::queue<int> queue;
queue.push(startPiece);
connectedRegion.insert(startPiece);
while(!queue.empty()) {
int current = queue.front();
queue.pop();
// 遍历当前棋子的所有邻居
for (int neighbor : m_adjacentList[current]) {
// 如果邻居在可用棋子中且未被访问
if (availablepieces.find(neighbor) != availablepieces.end() &&
connectedRegion.find(neighbor) == connectedRegion.end()) {
connectedRegion.insert(neighbor);
queue.push(neighbor);
}
}
}
return connectedRegion;
}
int ConnectedComponentManager::createNewComponent(int rootPiece) {
m_parent[rootPiece] = rootPiece;
m_rank[rootPiece] = 0;
m_componentPieces[rootPiece] = {rootPiece};
m_pieceToComponent[rootPiece] = rootPiece;
return rootPiece;
}
void ConnectedComponentManager::selectComponentByPiece(int pieceId) {
m_slelectedComponentId = find(pieceId);
}
const std::unordered_set<int>& ConnectedComponentManager::getSelectedComponent() const {
static std::unordered_set<int> emptySet;
if (m_slelectedComponentId == -1 ||
m_componentPieces.find(m_slelectedComponentId) == m_componentPieces.end()) {
return emptySet;
}
return m_componentPieces.at(m_slelectedComponentId);
}
int ConnectedComponentManager::getComponentId(int pieceId) const {
auto it = m_pieceToComponent.find(pieceId);
return (it != m_pieceToComponent.end()) ? it->second : -1;
}
const std::unordered_set<int>& ConnectedComponentManager::getPiecesInComponent(int componentId) const {
static std::unordered_set<int> emptySet;
auto it = m_componentPieces.find(componentId);
return (it != m_componentPieces.end()) ? it->second : emptySet;
}
bool ConnectedComponentManager::areConnected(int pieceId1, int pieceId2) {
return find(pieceId1) == find(pieceId2);
}
const std::unordered_set<int>& ConnectedComponentManager::getPieceConnections(int pieceId) const {
static std::unordered_set<int> emptySet;
if (pieceId < 0 || pieceId >= m_totalPieces) return emptySet;
return m_adjacentList[pieceId];
}
bool ConnectedComponentManager::areDirectlyConnected(int pieceId1, int pieceId2) const {
if (pieceId1 < 0 || pieceId1 >= m_totalPieces ||
pieceId2 < 0 || pieceId2 >= m_totalPieces) {
return false;
}
return m_adjacentList[pieceId1].find(pieceId2) != m_adjacentList[pieceId1].end();
}
void ConnectedComponentManager::clearSelection() {
m_slelectedComponentId = -1;
}
std:: unordered_map<int, std::unordered_set<int>> ConnectedComponentManager::getAllComponents() const {
return m_componentPieces;
}

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#pragma once
#include <unordered_map>
#include <unordered_set>
#include <vector>
#include <queue>
#include <memory>
class ConnectedComponentManager {
private:
// 并查集的父节点数组,使用连续内存存储
std::vector<int> m_parent;
//记录根节点的大小(按秩合并)
std::vector<int> m_rank;
// 记录每个棋子的直接连接关系(邻接表)
std::vector<std::unordered_set<int>> m_adjacentList;
// 组件ID到棋子集合的映射
std::unordered_map<int, std::unordered_set<int>> m_componentPieces;
// 棋子ID到组件ID的映射
std::unordered_map<int, int> m_pieceToComponent;
// 当前选中的组件ID
int m_slelectedComponentId = -1;
// 总棋子数
int m_totalPieces;
// 重新计算连通性(断开后调用)
void recomputeComponentsAfterDisconnection(int disconnectedPiece);
// 处理组件分裂
void handleComponentSplit(int oldComponentId, const std::unordered_set<int>& affectedPieces);
// 使用BFS查找连通区域
std::unordered_set<int> bfsConnectedRegion(int startPiece, const std::unordered_set<int>& afftedPieces);
// 创建新组件
int createNewComponent(int rootPiece);
public:
// 构造函数:初始化指定数量的棋子
explicit ConnectedComponentManager(int numPieces);
// 查找操作(带路径压缩)
int find(int pieceId);
// 合并两个棋子所在的组件(按秩合并)
void unite(int pieceId1, int pieceId2);
// 连接两个组件
void addConnection(int pieceId1, int pieceId2);
// 断开棋子与指定邻居的连接
bool disconnectFromNeighbor(int pieceId, int neighborId);
// 将棋子完全从当前组件断开,成为独立组件
bool disconnectFromComponent(int pieceId);
// 通过棋子选择整个连通片
void selectComponentByPiece(int pieceId);
// 获取当前选中的组件中的所有棋子
const std::unordered_set<int>& getSelectedComponent() const;
// 获取棋子所属的组件ID
int getComponentId(int pieceId) const;
// 获取组件内所有棋子
const std::unordered_set<int>& getPiecesInComponent(int pieceId) const;
// 检查两个棋子是否在同一个组件中
bool areConnected(int pieceId1, int pieceId2);
// 获取棋子的所有直接连接
const std::unordered_set<int>& getPieceConnections(int pieceId) const;
// 检查两个棋子是否直接相连
bool areDirectlyConnected(int pieceId1, int pieceId2) const;
// 清除选中状态
void clearSelection();
//获取所有组件
std::unordered_map<int, std::unordered_set<int>> getAllComponents() const;
};

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#include "Piece.h"
Piece::Piece(PlayerColer color) : m_color(color) {
}
Piece::~Piece() {
}
PlayerColer Piece::getPlayerColor() const {
return m_color;
}

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#pragma once
enum class PlayerColer {
WHITE,
BLACK
};
class Piece {
private:
PlayerColer m_color;
public:
Piece(PlayerColer color);
~Piece();
PlayerColer getPlayerColor() const;
};

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#pragma once

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@@ -1,10 +1,10 @@
#include "Render.h"
Renderer::Renderer(int WIDTH, int HEIGHT) : Width(WIDTH), Height(HEIGHT) {
Renderer::Renderer(int WIDTH, int HEIGHT) : m_Width(WIDTH), m_Height(HEIGHT) {
}
Renderer::Renderer() : Width(1600), Height(900) {
Renderer::Renderer() : m_Width(1600), m_Height(900) {
}
@@ -17,8 +17,8 @@ bool Renderer::initialize() {
// 创建窗口支持高DPI和横屏[3,4](@ref)
m_window = SDL_CreateWindow(
"孢子棋", // 窗口标题,显示在标题栏上
Width, // 窗口的逻辑宽度(例如 800用于统一布局不受屏幕 DPI 影响
Height, // 窗口的逻辑高度(例如 600
m_Width, // 窗口的逻辑宽度(例如 800用于统一布局不受屏幕 DPI 影响
m_Height, // 窗口的逻辑高度(例如 600
SDL_WINDOW_HIGH_PIXEL_DENSITY | // 启用高像素密度支持HiDPI/Retina确保在高分屏上画面清晰
SDL_WINDOW_RESIZABLE // 允许用户调整窗口大小(可拉伸)
);
@@ -38,10 +38,10 @@ bool Renderer::initialize() {
// 设置逻辑呈现模式,实现分辨率自适应[3](@ref)
SDL_SetRenderLogicalPresentation(m_renderer,
Width,
Height,
m_Width,
m_Height,
SDL_LOGICAL_PRESENTATION_LETTERBOX);
SDL_SetWindowSize(m_window, Width, Height);
SDL_SetWindowSize(m_window, m_Width, m_Height);
return true;
}

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@@ -7,8 +7,8 @@ class Renderer
private:
SDL_Window* m_window = nullptr;
SDL_Renderer* m_renderer = nullptr;
int Width;
int Height;
int m_Width;
int m_Height;
public:
Renderer(int WIDTH, int HEIGHT);
Renderer();